Virtual reality mobile pod

ABSTRACT

In accordance with one embodiment, a system includes a virtual reality attraction system. The virtual reality attraction system includes virtual reality (VR) and/or augmented reality (AR) headgear configured to display AR images and/or VR images to a user, and at least one user-assisted vehicle configured to accommodate the user. The vehicle includes a frame configured to permit the user to provide at least partial motor power to move the vehicle within the attraction. The frame defines a boundary about the user. The vehicle also includes a harness coupled to the frame and configured to provide support to the user when the user is in the vehicle, and a vehicle controller configured to communicate the AR and/or VR images to the virtual reality (VR) and/or augmented reality (AR) headgear.

FIELD OF DISCLOSURE

The present disclosure relates generally to the field of amusementparks. More specifically, embodiments of the present disclosure relateto methods and equipment used in conjunction with amusement park gamesor rides.

BACKGROUND

Since the early twentieth century, amusement parks (or theme parks) havesubstantially grown in popularity. One type of amusement park attractionmay consist of a dark ride, in which multiple patrons are secured intoindividual cars as they travel within a predetermined path within a rideenvironment that includes preset effects that enhance a ride narrative.For example, projected images, smoke effects, and/or motion effects maybe used to create a sense of immersion in the ride. In parallel, the useof virtual reality (VR) and augmented reality (AR) entertainmentsystems, e.g., for consumer entertainment, has been on the rise. Certaintypes of attractions may incorporate VR/AR headsets that are worn bypatrons to facilitate a sense of immersion in an alternate universe in amanner that enhances the ride narrative.

SUMMARY

Certain embodiments commensurate in scope with the originally claimedsubject matter are summarized below. These embodiments are not intendedto limit the scope of the disclosure, but rather these embodiments areintended only to provide a brief summary of certain disclosedembodiments. Indeed, the present disclosure may encompass a variety offorms that may be similar to or different from the embodiments set forthbelow.

In accordance with one embodiment, a system includes a virtual realityattraction system. The virtual reality attraction system includesvirtual reality (VR) and/or augmented reality (AR) headgear configuredto display AR images and/or VR images to a user, and at least oneuser-assisted vehicle configured to accommodate the user. The at leastone user-assisted vehicle includes a frame configured to permit the userto provide at least partial motor power to move the at least oneuser-assisted vehicle within the attraction. The frame defines aboundary about the user. The at least one user-assisted vehicle alsoincludes a harness coupled to the frame and configured to providesupport to the user when the user is in the at least one user-assistedvehicle, and a vehicle controller disposed on the at least oneuser-assisted vehicle and configured to communicate the AR and/or VRimages to the virtual reality (VR) and/or augmented reality (AR)headgear.

In another embodiment, a virtual reality attraction system includesmultiple user-assisted vehicles in an attraction. Each respectiveuser-assisted vehicle includes a vehicle controller, and an attractioncontroller configured to provide AR and/or VR images for an attractionand to communicate the AR and/or VR images to the multiple user-assistedvehicles. The attraction controller includes a processor storinginstructions that, when executed, operate to: receive a first set ofposition information from each of the multiple user-assisted vehiclesover time, determine that a first user-assisted vehicle is within apredetermined distance of a second user-assisted vehicle, and output anupdated AR and/or VR image to the vehicle controller of one or both ofthe first and second user-assisted vehicles based on the determinationthat the first user-assisted vehicle is within the predetermineddistance of the second user-assisted vehicle.

In another embodiment, a virtual reality attraction system includes anattraction environment having multiple attraction structures and atleast one user-assisted vehicle configured to accommodate a user. The atleast one user-assisted vehicle includes a frame, which is configured topermit the user to at least partially provide motor power to move the atleast one user-assisted vehicle within the attraction. The frame definesa boundary about the user, and a harness is coupled to the frame andconfigured to provide support to the user when the user is in the atleast one user-assisted vehicle. The frame also includes a vehiclecontroller disposed on the at least one user-assisted vehicle andconfigured to communicate augmented reality (AR) and/or virtual reality(VR) images to VR and/or AR headgear worn by the user. The frame furtherincludes an attraction controller having a processor configured toexecute instructions to cause the attraction controller to: communicatewith the vehicle controller to provide the AR and/or VR images to the atleast one user-assisted vehicle controller; receive position informationrepresentative of a position of the at least one user-assisted vehiclewithin the environment; and update the AR and/or VR images based on theposition information.

DRAWINGS

These and other features, aspects, and advantages of the presentdisclosure will become better understood when the following detaileddescription is read with reference to the accompanying drawings in whichlike characters represent like parts throughout the drawings, wherein:

FIG. 1 is an illustration of an embodiment of a game environment thatmay utilize an augmented reality (AR) or virtual reality (VR) mobile podin accordance with present techniques;

FIG. 2 is an illustration of an embodiment of a VR scenario that may beused in conjunction with the game environment of FIG. 1 in accordancewith present techniques;

FIG. 3 is a block diagram of a virtual reality attraction system thatmay be used in conjunction with the game environment of FIG. 1 inaccordance with present techniques;

FIG. 4 is an illustration of an embodiment of a VR mobile pod that maybe used in conjunction with the game environment of FIG. 1 in accordancewith present techniques;

FIG. 5 is block diagram of an effects station within the gameenvironment of FIG. 1 in accordance with present techniques; and

FIG. 6 is a flow diagram of a method of monitoring a position of one ormore VR mobile pods within the game environment of FIG. 1 in accordancewith present techniques.

DETAILED DESCRIPTION

While virtual reality (VR) and/or augmented reality (AR) systems aim toprovide immersive entertainment, certain challenges exist that preventusers from being completely immersed in their experiences. A typical VRuser wears a headset that replaces images of the actual environment withthe virtual environment. Because the user cannot see the actualenvironment, the user cannot determine where boundaries, obstacles, orother users are within the environment to avoid inadvertent contact. Toprevent such inadvertent contact, an attraction may restrict themovement of the user by providing a controlled ride path for a vehiclein which the user is restrained. However, by not permitting the user tomove freely within the virtual environment, users are prevented fromhaving a truly immersive experience. Another type of entertainmentsystem may use a treadmill or sliding-type walking surface to providethe illusion of free movement while holding the user in one place.However, such systems do not feel like a natural walking movement tocertain users. Other types of entertainment systems provide warnings tousers when boundaries are reached beyond which the VR experience isunsupported. However, the warnings serve to pull the user out of theexperience.

Provided herein are mobile pods for use within a VR or AR game orattraction. It should be understood that, while certain embodiments aredisclosed in the context of VR, the disclosed embodiments mayalternatively or additionally be used in conjunction with VR and/or ARgames or attractions. Further, while certain embodiments may bedisclosed in the context of amusement or theme parks, the mobile podsmay be used in other contexts, e.g., for entertainment venues, homeentertainment use, etc.

Presently disclosed embodiments provide an AR and/or a VR attractionsystem in which one or more users navigate an environment of the VRattraction. The mobile pod may provide a natural boundary around theuser to limit inadvertent contact within the attraction. For example,each user may experience the environment while positioned within arespective mobile pod. In this manner, while the structure of the mobilepod itself may contact an obstacle, direct contact with the obstacle forthe user positioned within the mobile pod is limited. Accordingly, whilethe user may experience a slight bump or slowdown, the user may notdirectly feel contact with, for example, a boundary wall or other user.Further, the bump or slowdown may be augmented with VR images so thatthe user experiences the bump or slowdown as a natural event within thenarrative of the attraction.

In one embodiment, a mobile pod may be equipped with or used inconjunction with VR headgear and may allow the user to walk on a surfaceof the environment to at least partially power the movement of themobile pod. The mobile pod may also provide a support (e.g., harness)for the user within the mobile pod. For example, although the user maywalk on an irregular surface of the environment, the support may preventthe user from tripping and/or falling. Further, to help the user morefully experience an intended game or other virtual environment, themobile pod may be equipped with a special effects system. The specialeffects system may provide effects that include a fluid system, a soundsystem, a vibration system, an air system, etc.

The virtual environment may provide a variety of different interactiveobjects. For example, the virtual environment may have one or morestructures that a user may perceive as a game character through the VRheadgear. The virtual environment may also utilize one or more gamingpieces that may be manipulated by the user. In some embodiments, if auser moves within a distance threshold of another object (e.g., a seconduser, a virtual construct), certain effects may be triggered. Forexample, if a mobile pod is moved (e.g., steered) within the distancethreshold of a structure, the structure may perform an action, which maybe interpreted by a processor in a number of ways. The interpretationmay be displayed to a user through the VR headgear. Further, the virtualenvironment may be reconfigurable to be applicable for a variety ofthemes.

Aspects of the virtual attraction may be processed by one or morecontrollers. For example, an attraction controller may communicate witha pod controller on each of the VR mobile pods. The one or morecontrollers may process information related to images displayed to theuser via the VR headgear, special effects of the environment/mobile pod,and overall control of the environment/mobile pod.

The disclosed VR attraction system may be implemented with amusementpark attractions including shows, rides, games, promotions, and soforth. By employing the VR attraction system in conjunction withparticular themes, such as traditional video games, guests areincentivized to visit the amusement park and are further enabled toenjoy the thematic experience provided by the amusement park. Further,because the VR attraction system is flexible, one game arena may beconfigured to host games having a variety of different themes.

With the foregoing in mind, FIG. 1 illustrates an embodiment of anattraction 10 (e.g., a virtual reality/alternate reality (VR/AR) thrillgame) in accordance with the present disclosure. The attraction 10 mayinclude a variety of interactive objects 12 placed about an environment14 of the attraction 10. For example, one or more structures 16, items18, and refill stations 20 may be placed about the environment 14. Theattraction 10 may also include a variety of background images 21 inaccordance with a theme of the attraction 10. In the current embodiment,the interactive objects 12 are simple constructions having flat, uniformsurfaces. In some embodiments, the interactive objects may comply with atheme of the environment. For example, if the theme of the environmentis a dinosaur theme, the structures 16 may be dinosaur models, the items18 may be dinosaur eggs, and the refill stations 20 may be bodies ofwater. Indeed, the interactive objects may be endlessly customizable inlocation, size, shape, etc. In some embodiments, the interactive objects12 may be mechanically driven to move according to a theme. For example,in the embodiment of a dinosaur theme, a structure 16 (e.g., dinosaurmodel) may be mechanically driven to shake its head or tail. In someembodiments, the interactive objects 12 may be coupled (e.g., bolted) toa surface of the environment 14. Additionally, or in the alternative,the interactive objects 12 may be manipulated (e.g., picked up,utilized, etc.) by users of the attraction 10.

Users 22 of the attraction 10 may navigate the environment 14 whilepositioned within pods 24 (e.g., user-assisted vehicles, mobile pods).As will be discussed thoroughly below, the users 22 may walk around theenvironment 14 within the confines (e.g., boundary) of the pods 24. Theusers 22 may navigate the environment 14 with the purpose of completinga goal, or game objective. The goal, or game objective, may becommunicated to the user through images displayed through VR/AR headgear26 and/or, in certain embodiments, via a display screen associated witheach pod 24. The users 22 may see VR/AR images in accordance with thetheme of the environment through the VR/AR headgear 26. An embodiment ofa VR/AR scenario as seen by the users 22 through the VR/AR headgear 26may be seen in FIG. 2.

FIG. 2 is an illustration of an embodiment of a VR/AR scenario 30 of theenvironment 14 of FIG. 1. As discussed thoroughly below, images of theVR/AR scenario 30 may be communicated to the user through the VR/ARheadgear 26. The VR/AR scenario 30 may include many VR and/or ARvisuals, as well as real-world images (e.g., images of the environment14). For example, the VR/AR scenario 30 may include VR/AR components 80such as VR/AR creatures 32, VR/AR background features 34, VR/AR objects36, VR/AR nature effects 38, VR/AR pods 40, distant VR/AR objects 39,etc. The VR/AR components 80 may appear in place of physical objects,e.g., interactive objects 12, of the environment 14. For example,instead of a physical real-world structure 16, the users 22 may see theVR/AR creatures 32. Similarly, instead of refill stations 20 or items18, users 22 may see VR/AR nature effects 38 and VR/AR objects 36,respectively. In some embodiments, within the VR environment, the pods24 may appear as VR/AR pods 40. The VR/AR pods 40 may be portrayed tothe users 22 in a way that is consistent with the theme of theenvironment discussed above. In certain embodiments, users 22 may appearto other users 22 as a creature in accordance with the theme of theenvironment. For example, the VR/AR pod 40 images may be triggered ifthe users 22 are within a threshold distance of one another. In otherexamples, a physical real-world pod 24 may be viewed as a roboticstructure, a vehicle, etc.

There may be certain advantages to having visuals of the VR/AR scenario30 correspond to real world items as discussed above. One such advantageof the VR/AR creatures 32 corresponding to real-world objects is that auser may interact with the VR/AR creature 32 to some degree. Forexample, if the user 22, while positioned with the VR/AR pod 40, bumpsinto/approaches the VR/AR creatures 32, the user 22 may experience areaction force from the collision because the pod 24 is actuallycontacting a physical object (e.g. structure 16). Depending on thecontext of the attraction narrative, such a collision may enhance theimmersion effect. For example, in a bumper car narrative, a real-worldbump may reflect a game goal. Further, real-world physical encountersmay be augmented not only via VR/AR images as viewed by the user, butalso by effects mediated through each pod 24, as provided herein.

In some embodiments, the user 22 may not come in contact with thephysical object and still experience a reaction in accordance with theattraction narrative. For example, as will be discussed later in detail,the pod 24 may utilize a braking system and/or a locking/manipulation ofwheels 41 of the pod 24. In this manner, if the user 22 is in athreshold distance of another physical object (e.g., structure 16, adifferent user 22, etc.), brakes of the braking system may engage (e.g.,via locking of the wheels 41) and/or the wheels 41 may redirect the user22 to avoid a collision with the physical object. Depending on theattraction narrative, engaging the brakes and/or manipulating the wheels41 may enhance the immersion effect.

Interaction with the VR/AR creatures 32 (e.g., structures 16) may causean event (e.g., a special effect) to take place such as the VR/ARcreature 32 roaring, stomping the ground, or turning to look at the user22. Similarly, if a user crosses a river 42 or a puddle 44 of the VRnature effects 38, the user 22 may literally walk across a refillstation 20 and get wet from doing so. A further advantage of visuals ofthe VR/AR scenario 30 corresponding to real-world items is that theusers may manipulate VR/AR objects 36. For example, a user may pick up aVR/AR object 36 (e.g., the item 18) via control of the pods 24. Inaccordance with the dinosaur theme discussed above, the user 22 may seethat they are picking up an egg, a baby dinosaur, etc. In someembodiments, if the users 22 bump into the VR/AR objects 36, the usersmay see that they are knocking over the egg, baby dinosaur, etc.

In certain embodiments, not every visual of the VR/AR scenario 30 maycorrespond to the interactive objects 12 of the environment 14. Forexample, the user 22 may see VR/AR images of the background features 34or other distant VR/AR objects 39. In some embodiments, because thedistant VR/AR objects 39 may appear in a sky and out of reach, there maynot be a benefit to having the distant VR/AR objects 39 corresponding toreal-world objects of the environment 14. In some embodiments, thebackground features 34 may correspond to a boundary (e.g., wall) of theenvironment 14. As discussed in detail below, because the users 22 may,in certain embodiments, interact with the environment (e.g., throughbumping), the pod 24 may provide a support and frame. It should benoted, as discussed below, that the pods 24 may provide methods offurther interaction between the users 22 and the environment 14 and/orVR/AR scenario 30 in ways other than bumping into and walking overelements of the environment 14.

Keeping this in mind, FIG. 3 is a block diagram of a virtual realityattraction system 50 of the attraction 10 of FIG. 1. Each of the users22 may be provided with a pod 24 (e.g., user-assisted vehicle) that maybe separate from or coupled to the VR/AR headgear 26. In someembodiments, the VR/AR headgear 26 may be included as part of a helmet,a visor, a headband, a pair of blinders, one or more eyepatches, and/orother headwear or eyewear that may be worn by the users 22. As depicted,the VR/AR headgear 26 may be communicatively coupled to a vehiclecontroller 52 of the pod 24, which is communicatively coupled to anattraction controller 56 of a master controller 58 and the environment14 via a wireless network (e.g., wireless local area networks [WLAN],wireless wide area networks [WWAN], near field communication [NFC]). Thevehicle controller 52, headgear 26, and attraction controller 56 may beused to create the VR/AR scenario 30, which may include an ARexperience, a VR experience, a mixed reality (e.g., a combination of ARand VR) experience, a computer-mediated reality experience, acombination thereof, or other similar surreal environment for the users22 as the users 22 enjoy the attraction 10. Specifically, the VR/ARheadgear 26 may be worn by the users 22 throughout the duration of thegame, such that users 22 may feel completely encompassed by the VR/ARscenario 30 and may perceive the VR/AR scenario 30 to be a real-worldphysical environment. Specifically, as will be further appreciated, theVR/AR scenario 30 may be a real-time video including real-world imagesof the environment 14 that the users 22 would see, even when not wearingthe VR/AR headgear 26 electronically merged with one or more AR or VRimages (e.g., virtual augmentations). The term “real-time” indicatesthat the images are obtained and/or provided in a timeframesubstantially close to the time of actual observation.

In certain embodiments, the VR/AR headgear 26 may be any of variouswearable electronic devices that may be useful in creating an ARexperience, a VR experience, and/or other computer-mediated experienceto enhance the thrill factor of the attraction 10, and, by extension,the experience of the users 22 while in the attraction 10. It should beappreciated that VR/AR headgear 26 as discussed herein may be distinctfrom, and may provide many advantages over traditional devices such astraditional head-mounted displays (HMDs) and/or heads-up displays(HUDs). For example, as will be further appreciated, the VR/AR headgear26 may include a number of orientation and position sensors 57, e.g.,accelerometers, magnetometers, gyroscopes, Global Positioning System(GPS) receivers, that may be used to track the position, orientation,and motion of the users 22 during a cycle of the attraction 10.

In some embodiments, the VR/AR headgear 26 (e.g., indicators disposedthereon) may be monitored by a monitoring system (e.g., one or morecameras 55) to determine position, location, orientation, and so forthof the VR/AR headgear 26 and that of the user 22. The monitoring systemmay be communicatively coupled to the virtual reality attraction system50 and used to identify position, location, orientation, and so forth ofthe users 22. Alternatively or additionally, the pod 24 may also includeone or more sensors 59 (e.g., weight sensors, mass sensors, motionsensors, ultrasonic sensors, position sensors) that may be useful inmonitoring the respective users 22 for the virtual reality attractionsystem 50 to determine the point of view and/or location of therespective users 22. Similarly, the environment 14 may also include oneor more sensors 61 (e.g., weight sensors, mass sensors, motion sensors,ultrasonic sensors, cameras) that may be useful in monitoring therespective users 22 for the virtual reality attraction system 50 todetermine the point of view and/or location of the respective users 22.

In certain embodiments, to support the creation of the VR/AR scenario30, the vehicle controller 52 of the pod 24 may include processingcircuitry, such as a processor 62 and a memory 64. Similarly, theattraction controller 56 of the master controller 58 may includeprocessing circuitry, such as a processor 66 and a memory 68. Theprocessors 62, 66 may be operatively coupled to the memories 64, 68,respectively, to execute instructions for carrying out the presentlydisclosed techniques of generating the VR/AR scenario 30 to enhance thethrill factor of the attraction 10, and, by extension, the experience ofthe users 22 while in the attraction 10. These instructions may beencoded in programs or code stored in a tangible non-transitorycomputer-readable medium, such as the memories 64, 68 and/or otherstorage. The processors 62, 66 may be general-purpose processors,system-on-chip (SoC) devices, application-specific integrated circuits(ASICs), or some other similar processor configuration.

In certain embodiments, as further illustrated, the VR/AR headgear 26may also include a pair of displays 70 respectively corresponding toeach eye of the users 22. In other embodiments, a unified display 70 maybe employed. The display 70 may include an opaque liquid crystal display(LCD), an opaque organic light emitting diode (OLED) display, or othersimilar display useful in displaying real-time images of the environment14 and the VR/AR scenario 30 to the users 22. In another embodiment, thedisplay 70 includes a see-through LCD or a see-through OLED displayuseful in allowing, for example, the users 22 to view the real-timeimages of the environment 14 and the VR/AR scenario 30 appearing on thedisplay 70 while preserving the ability to see through display 70 to theactual and physical real world environment (e.g., the environment 14).

Camera(s) 72 may respectively correspond to the respective points ofview of the users 22, and may be used to capture real-time video data(e.g., live video) of the environment 14. Specifically, in theillustrated embodiment, the camera(s) 70 of the VR/AR headgear 26 may beused to capture real-time images of the real-world physical environment14 perceived by the respective users 22 from the point of view of therespective users 22. As will be further appreciated, the VR/AR headgear26 may then transmit (e.g. wirelessly via one or more communicationsinterfaces included in the VR/AR headgear 26) real-time video datacaptured via the camera(s) 70 to the vehicle controller 52 and/or theattraction controller 56 for processing (e.g., via a graphics processingunit (GPU) of the controllers 52 and 56). Additionally, the VR/ARheadgear 26 may also transmit orientation data, position data, point ofview data (e.g., focal length, orientation, pose, and so forth), motiontracking data, and so forth obtained and/or derived based on dataobtained via orientation and position sensors 57, 59, 61, 55 (e.g.,accelerometers, magnetometers, gyroscopes, Global Positioning System[GPS] receivers, motion-capture cameras and so forth) motion trackingsensors (e.g., electromagnetic and solid-state motion tracking sensors),and so forth, that may be included in the VR/AR headgear 26, the pod 24,and the environment 14.

In certain embodiments, as previously noted, the vehicle and/orattraction controllers 52, 56 may process the real-time video data(e.g., live video) and orientation and position data and/or point ofview data received from the pod 24. Specifically, the vehicle and/orattraction controllers 52, 56 may use this data to generate a frame ofreference to register the real-time video data with the generated VR/ARscenario 30. Specifically, using the frame of reference generated basedon the orientation data, position data, point of view data, motiontracking data, and so forth, the vehicle and/or attraction controllers52, 56 may then render a view of the VR/AR scenario 30 that istemporally and spatially commensurate with what the respective users 22would perceive if not wearing the VR/AR headgear 26. The vehicle and/orattraction controllers 52, 56 may constantly update (e.g., in real-time)the rendering of the real-world images to reflect change in respectiveorientation, position, and/or motion of the respective users 22.

For example, in certain embodiments, the vehicle and/or attractioncontrollers 52, 56 may render images (e.g., VR/AR scenario 30) at areal-time rate greater than or equal to approximately 20 frames persecond (FPS), greater than or equal to approximately 30 FPS, greaterthan or equal to approximately 40 FPS, greater than or equal toapproximately 50 FPS, greater than or equal to approximately 60 FPS,greater than or equal to approximately 90 FPS, or greater than or equalto approximately 120 FPS. Furthermore, the vehicle and/or attractioncontrollers 52, 56 may generate the real-world images of the environment14 for each of the respective VR/AR headgear 26 worn by the respectiveusers 22 (e.g., adjusted for the respective orientation, position, andpoint of view of the respective users 22).

In certain embodiments, as previously discussed, the vehicle and/orattraction controllers 52, 56 may also generate and render one or moreVR/AR graphical images of the VR/AR scenario 30 superimposed on thereal-world images of the environment 14 to create a complete ARexperience, VR experience, mixed reality, and/or other computer-mediatedexperience for the users 22. For example, in certain embodiments, thevehicle and/or attraction controllers 52, 56 may utilize one or more ofthe discussed video merging and/or optical merging techniques tosuperimpose the VR/AR graphical images of the VR/AR scenario 30 onto thereal-world images of the environment 14, such that the users 22 perceivethe real-world physical environment 14 of the attraction 10 (e.g.,provided as rendered video data via the display 70) along with an VR/ARgraphical image of the VR/AR scenario 30 (e.g., virtual augmentations)as the pods 24 traverse the attraction 10. Specifically, as discussedabove with respect to the rendering of the real-world images, thevehicle and/or attraction controllers 52, 56 may render a view of theVR/AR graphical images of the VR/AR scenario 30 that is temporally andspatially commensurate with the real-world images of the environment 14,such that the real-world images of the environment 14 may appear as abackground overlaid with the VR/AR graphical images of the VR/ARscenario 30. Indeed, a model may provide computer generated images forany available viewpoint and specific images may be provided to the VR/ARheadgear 26 for display based on a detected orientation of the VR/ARheadgear 26.

In certain embodiments, the vehicle and/or attraction controllers 52, 56may also generate one or more brightness, lighting, or shading models,and/or other photorealistic rendering models to generate the real-worldimages of the environment 14 and the VR/AR graphical images of the VR/ARscenario 30 adjusted to accurately reflect contrast and brightness ofthe real-world physical environment 14 (e.g., sunny day, partly cloudyday, cloudy day, evening, night) in rendering the real-world images ofthe environment 14 and the VR/AR graphical images of the VR/AR scenario30. For example, to increase the photorealism of the real-world imagesof the environment and the VR/AR graphical images of the VR/AR scenario30, the vehicle and/or attraction controllers 52, 56 may, in someembodiments, receive weather related data from one or more weatherforecast and/or prediction systems (e.g., Global Forecast System,Doppler radars, and so forth). The vehicle and/or attraction controllers52, 56 may then use the weather related data or other similar data toadjust the contrast, brightness, and/or other lighting effects of thereal-world images of the environment and/or the VR/AR graphical imagesof the VR/AR scenario 30.

In other embodiments, the vehicle and/or attraction controllers 52, 56may adjust the contrast, brightness, and/or other lighting effects ofthe real-world images of the environment 14 and/or the VR/AR graphicalimages of the VR/AR scenario 30 based on lighting detected from one ormore light sensors included in the VR/AR headgear 26 and/or pod 24 orbased on the real-time video data captured by cameras 72. Furthermore,as previously noted, the vehicle and/or attraction controllers 52, 56may constantly update (e.g., in real-time) the rendering of the VR/ARgraphical images of the VR/AR scenario 30 to reflect change inrespective orientations, positions, points of view, and/or motion of therespective users 22. For example, the vehicle and/or attractioncontrollers 52, 56 may render the VR/AR graphical images of the VR/ARscenario on the display(s) 70 of each of the respective headgears 26worn by the respective the users 22 adjusted for the variable respectivepositions, points of view, and motions of the respective the users 22.

As will be further appreciated, the vehicle and/or attractioncontrollers 52, 56 may also generate the VR/AR graphical images of theVR/AR scenario 30 at a time in which the users 22 cross a predeterminedpoint within the environment 14. Thus, in certain embodiments, thevehicle and/or attraction controllers 52, 56 may use the receivedposition data, point of view data, motion data along with GPS data orgeographical informational systems (GIS) data to derive an illuminationmap of, for example, the attraction 10. The vehicle and/or attractioncontrollers 52, 56 may then use the map to introduce certain VR/ARgraphical images of the VR/AR scenario 30 at certain predeterminedpoints (e.g., points based on location, distance, or time) as the users22 traverse the environment 14. Furthermore, in certain embodiments, thevideo or image data captured via the camera(s) 72 may be used by thevehicle and/or attraction controllers 52, 56 to determine the points oflocation of the users 22 and when to introduce certain VR/AR graphicalimages of the VR/AR scenario 30. For example, the GPU of the controllers52 and 56 may perform one or more geometric recognition algorithms(e.g., shape or object recognition) or photometric recognitionalgorithms (e.g., face recognition or specific object recognition) todetermine the position or location of the users 22 as well as theviewing position of the users 22. In some embodiments, the vehiclecontroller 52 may be located within a carrying device (e.g., backpack)that may be worn by the user 22. In some embodiments, the vehiclecontroller 52 and/or attraction controller 56 may communicate wirelesslywith the VR/AR headgear 26. Further, in some embodiments, the vehiclecontroller 52 may be integrally coupled with the VR/AR headgear 26. Inaddition, it should also be noted that, while embodiments discussedabove may utilize a separate a vehicle controller 52 and/or anattraction controller 56, some embodiments may utilize a singlecontroller configured to perform the actions of the vehicle controller52 and attraction controller 56 as described herein. In someembodiments, the single controller may be disposed on the pod 24 orsomewhere else within the attraction 10.

In addition to the elements discussed above, the pod 24 may include adisplay module 74, a special effects system 76 (e.g. special effectsdelivery system), a harness 77 (e.g., a user support), and a brakingsystem 90. The display module 74 may be located in front of the user ona frame 81 of the pod 24. They display module 74 may communicate avariety of information to the user. For example, in some embodiments,display module 74 may communicate a map illustrating an overview (e.g.,satellite view) of the VR/AR scenario 30. The map may display one ormore icons representing the location of various components 80 (e.g.,other users 22, VR/AR nature effects 38, VR/AR creatures 32, VR/ARobjects 36, etc.) of the VR/AR scenario 30 as seen in FIG. 2. Thedisplay module 74 may also communicate various messages to the users 22.For example, the display module may display an objective of theattraction 10, a message indicating that the user is approaching aspecific location (e.g., a game boundary, a component 80, etc.), amessage indicating a status of an objective of the attraction 10 (e.g.,points, time remaining, possession of game objects, etc.). In someembodiments, the display module 74 may function as an input/outputdevice for the user. Therefore, the display module 74 may include one ormore input devices (e.g., one or more touchscreens, knobs, dials,buttons, switches, etc.) that the user may utilize to perform variousfunctions (e.g., interactions, movements, etc.) within the attraction10. In some embodiments, however, the display module 74 may only beutilized if the user 22 is not wearing the VR/AR headgear 26. In suchembodiments, the display module 74 may communicate to the user 22instructions for donning and/or storing the VR/AR headgear 26.

The special effects system 76 may include a fluid effects system 78, avibration effects system 79, a sound effects system 82, an air effectssystem 84, or any combination thereof. A similar special effects system76 may also be included within various aspects (e.g., components 80) ofthe environment 14. The fluid effects system 78 may include a bladder 86(e.g., a reservoir) that may contain fluid (e.g., special effectsmaterial, water, scent fluids, etc.). In some embodiments, the specialeffects system 76 may be utilized through one or more components 80 ofthe environment 14. The bladder 86 may be sealed and disposed within theframe 81 of the pod 24. Therefore, the bladder 86 may not be accessibleto the user 22. Indeed, in some embodiments, separate tools may berequired to access the bladder 86. In some embodiments, the bladder 86may be disposed on an exterior of the frame 81. The fluid effects system78 may draw a fluid (e.g., water) from the bladder 86 to utilize inproviding a special effect to the user. For example, in someembodiments, the fluid effects system 78 may emit a mist. The mist maybe triggered when the users 22 navigate close to a component 80 (e.g.,VR/AR nature effects 38, VR/AR creatures 32). The utilization of thefluid effects system 78 may provide for a unique experience to the user.For example, the user 22 may feel as if they are literally feelingbreath or spit flying from a dinosaur's mouth (e.g., a mouth of a VRcreature 32), feeling spray from the VR/AR nature effects 38 (e.g., aspray/splash from the river 42 and/or puddle 44), and among othersuitable fluid effects. In some embodiments, as discussed in detailbelow, the user may refill the bladder 86 by drawing water from one ormore refill stations 20. As discussed above, the refill stations 20 maycorrespond to VR/AR water images in the VR/AR scenario 30 (e.g., puddle44 and river 42). As such, the user 22 may navigate to one or more ofthe puddle 44 and/or river 42 to refill the bladder 86. To refill thebladder 86, the bladder 86 may be coupled to a pump, tube, and any othercomponents necessary for drawing water from a source. In someembodiments, the display module 74 may communicate to the user 22 thatthey are low on supplies (e.g., water), and direct the user 22 to refillfrom the one or more refill stations 20 (e.g., the puddle 44 and/orriver 42 in the VR/AR scenario 30.). In some embodiments, the user 22may also navigate to the refill stations 20 to refill one or more VR/ARaspects (e.g., ammunition, air, fuel, etc.) in accordance with a themeof the attraction 10.

The vibration, sound, and air effect systems 79, 82, 84 may provide aunique experience to the user in a similar fashion to the fluid effectssystem 78. When a user navigates within a predetermined distance of oneor more components 80, the vibration effect system 79, the sound effectsystem 82, the air effect system 84, or any combination thereof mayactivate. If the user 22 approaches a VR creature 32, the user 22 mayfully experience a dinosaur roar. For example, the user 22 may hear thedinosaur roar through speakers of the sound effect system 82, feel avibration from the dinosaur roar through the vibration effect system 79and/or through a subwoofer of the sound effect system 82, feel a windgust from the breath of the dinosaur through fans of the air effectssystem 84, smell the breath of the dinosaur through a smell additive ofthe air effects system 84, or any combination thereof. Indeed, it is tobe understood that the special effects system 76 is applicable in manyways, and can be applied to fully immerse a user within anyentertainment theme (e.g., wizarding, mummies, underwater adventures,superheroes, pirates, etc.).

The braking system 90 of the vehicle may also be utilized in variousways to enhance the experience of the users 22 within the attraction 10.As discussed above, the controllers 52, 56 may process informationregarding a location of the users 22 over time. Indeed, one or both ofthe controllers 52, 56 may calculate current locations of the users 22as well as future locations of the users 22 based on a velocity (e.g.,speed and direction) of the users 22. The controllers 52, 56 maycalculate the locations/velocity utilizing information provided by thesensors 59, 61, 57 disposed within the environment 14 and/or on the pod24. In some embodiments, the controllers 52, 56 may calculate thelocations/velocity utilizing information provided by motion-capturecameras disposed within the environment 14 and/or on the pod 24.Accordingly, the controllers 52, 56 may selectively engage brakes 91 ofthe braking system 90 (e.g., via a drive signal) based at least on thelocations of the users. Additionally, or in the alternative, thecontroller 52, 56 may manipulate the wheels 41 (e.g., via the drivesignal) based at least on the locations of the users. For example, insome embodiments the brakes 91 may be engaged to some degree to slow themovement of the users 22 if the users 22 are heading towards a gameboundary or object. The degree of engagement may depend on the velocityof the users 22. For example, the brakes 91 may be engaged to hindermovement if the user 22 is swiftly moving towards an object. In someembodiments, the brakes 91 may be engaged to slow movement of the user22 so that the user 22 does not exceed a predetermined speed. Therefore,all users 22 may not exceed the predetermined speed. In someembodiments, the brakes 91 may be engaged to retard the movement of theuser 22 if the user 22 is moving towards an undesirable location (e.g.,near a boundary, away from an objective, VR/AR mud, etc.). Particularly,in some embodiments, the brakes 91 may be engaged based on behavior ofthe user 22. For example, the brakes 91 may be engaged if the user 22 ismoving inappropriately, quickly, erratically, etc. The calculatedlocations of the user(s) 22 relative to one another and environmentalobjects may be determined to be below a proximity threshold to oneanother. In such a case, a collision or proximity signal may begenerated by the controller 52, 56. If the proximity signal is generatedby the attraction controller 56, the proximity signal may be provided tothe vehicle controller 52 to cause engagement of the braking system 90.In addition, or in the alternative, the proximity signal may be providedto the vehicle controller 52 to manipulate (e.g., steer) the wheels 41.

As discussed above, movement of the pod 24 (e.g., user-assisted pod,mobile pod) may be at least partially (or completely) powered by a user(e.g., users 22). In some embodiments, movement of the pod 24 may be atleast partially powered by a motor 92. In some embodiments, the motor 92may provide enough power to overcome resistive forces from the pod 24.For example, the pod 24 may be associated with some resistive forces(e.g., moment of inertia, friction, etc.). As such, the motor 92 mayprovide enough power to overcome the resistive forces so that the user22 may not feel the effect of the resistive forces of the pod 24. Insome embodiments, the amount of power delivered from the motor 92 may beadjusted based on a weight of the user 22. In some embodiments, theamount of power that the motor 92 provides may be adjusted based on thephysical capability of the user 22. For example, the motor 92 mayprovide more power to move the pod 24 if the user 22 is less physicallycapable. Overall, the motor 92 may provide individualized amounts ofpower to each pod 24 based on the user's abilities. Therefore, each user22 may move with the same speed so that more physically capable users 22do not have an advantage (e.g., speed advantage) over less physicallycapable users 22. As discussed above, the speed of the user 22 may alsobe regulated in part by use of the braking system 90. Furthermore, thepod 24 may be powered by any suitable power source 100, including, butnot limited to, a battery, a solar panel, an electrical generator, a gasengine, or any combination thereof. In some embodiments, the powersource 100 may be located within the vehicle controller 52.

Furthermore, the master controller 58 may control some features of theattraction 10. In addition to the attraction controller 56 discussedabove, the master controller 58 may include a distributed control system(DCS) or any computer-based workstation including an input/outputinterface 102 and a display 104, which in some embodiments, is fully orpartially automated. Certain game information may be communicatedthrough the display 104 of the master controller 58. For example,statuses (e.g., locations) of the users 22 may be displayed via thedisplay 104. In some embodiments, a video stream of the environment 14may be shown on the display 104. In some embodiments, an operator of themaster controller 58 may regulate features (e.g., special effects system76, components 80, etc.) of the attraction 10 from the input/outputinterface 102. In some embodiments, an operator of the master controller58 may take control of an individual pod 24. For example, once a gamecycle has ended, the operator may control movement of all the pods sothat all of the pods are moved to a starting location to begin the gamecycle over again with new patrons. In some embodiments, the movement ofall the pods 24 to a starting location for the start of a new game cyclemay be automated.

The pod 24 may include features to enhance the experience of a user 22within the attraction 10. FIG. 4 is an illustration of an embodiment ofone of the mobile pods 24 of FIG. 1. In one example, the pod 24 isconfigured as a fully or partially user-powered vehicle that permits auser to move within the attraction using a relatively natural walkingmotion. Accordingly, the pod 24 is at least partially moved within theenvironment by the user's own motive force and, in certain embodiments,is completely user-powered during the course of the attraction. However,it is also contemplated that the pod 24 may also include features thatpermit automatic movement, e.g., to assist the user, to guide the useraway from obstacles, and/or to move an empty pod 24 back to base. Toself-power the pod 24, the user walks in a certain direction, and thepod 24 slides along the floor of the environment together with the user,e.g., via one or more wheels 41 on the pod 24. Further, the pod 24 maybe sized and shaped to accommodate a single user. In some embodiments,the pod 24 may include a passenger pod coupled to the pod 24, which mayaccommodate a separate user. The passenger pod may include all featuresof the pod 24 discussed herein, except the passenger pod may not includecontrols for steering.

As discussed above, the pod 24 may include the vehicle controller 52,the display module 74, the harness 77, and other features that may beused to enhance the experience of the user 22. The vehicle controller 52and the display module 74 may be disposed on a front side of the frame81. Therefore, the user 22 may easily access controls of the displaymodule 74 (e.g., via a touchscreen, buttons, knobs, switches, separateinput/output devices etc.). In some embodiments, the user 22 may controlaspects of the attraction 10 discussed above via one or more inputdevices 108. The input devices 108 may be joysticks, buttons, handles,totems, etc. In some embodiments, the input devices 108 may be coupledto the frame 81. In some embodiments, the input devices 108 may beremovable from the frame 81 to some degree. The input devices 108 may betethered to the frame 81 via a wire (e.g., a retractable wire). Theinput devices 108 may be picked up and waved around to provide asimulated interaction with the VR/AR scenario 30. For example, the user22 may utilize the input devices 108 to pick up an object (e.g., VR/ARobject 36). Therefore, in some embodiments, the input devices 108 mayappear as gripping devices (e.g., hands, clamps) to the user 22 withinthe VR/AR scenario 30. In some embodiments, the input devices 108 mayappear as a one or more of several different types of items (e.g.,weapons, tools, etc.) in the VR/AR scenario 30.

Further, the pod 24 may be configured to form a boundary 110 about theuser 22. The boundary may be circumferentially disposed 0 to 3 feet or 1to 2 feet radially outward from the perimeter of the frame 81. In someembodiments, the boundary 110 may be defined by the frame 81. Theboundary 110 may define an area of space about the user 22 in which theuser 22 may be isolated. In some embodiments, the boundary 110 may bedefined with a rigid translucent barrier (e.g., plastic) and/or one ormore bumpers. Accordingly, the barrier may stop various objects (e.g.,other users 22, structures 16, etc.) from coming inside the boundary viathe bumpers. Particularly, the bumpers may absorb impact forces when thepod 24 contacts various objects of the environment 14, therebyminimizing a force that the user 22 may experience as a result ofcontacting the various objects. In some embodiments, the bumpers may bea wear item that may be easily replaceable.

As discussed above, the attraction 10 may utilize various specialeffects systems 76. One or more of the special effects 76 may beprovided from the pod 24. For example, the pod 24 may be fitted with oneor more fans for air effects 84, a bladder 86 for the fluid effects 78,one or more speakers for the sounds effect system 82, vibrationdevice(s) of the vibration effects 79, etc.

Also as discussed above, the user 22 (see FIG. 1) may be secured withinthe harness 77. The harness 77 may be coupled to the frame 81. The frame81, in conjunction with the harness 77, may provide support to the user22. Particularly, it should also be noted that the design of the pod 24,in conjunction with the harness 77 and the frame 81, may prevent the pod24, and the user 22 within the pod 24, from tipping over. In otherwords, the pod 24 may be designed such that stability may be maintained(e.g., passively and/or actively) regardless of sharp changes inspeed/direction, contact with interactive objects 12 and/or another user22, and so forth. Further, therefore the frame 81 and/or the harness 77may be adjusted based on a height and/or weight of the user 22. Heightof the frame 81 may be adjusted through length adjustment techniques(e.g., telescoping segments, hydraulic powered adjustment,compression/extension springs, linear actuators, etc.). Height of theframe 81 may be locked in place after the start of a cycle of attraction10. Further, the harness 77 may be adjusted through one or more pointsof adjustment in accordance with the size and shape of the user 22. Insome embodiments, the harness 77 may be coupled to the frame via one ormore energy absorption systems (e.g., spring-damper systems, hydraulicsystems, etc.). Overall, the harness 77 may allow the users 22 to move(e.g., walk) freely about the environment 14 while supporting the user22 to prevent falling. The height of the frame 81 and harness 77 may beadjusted so that the harness 77 substantially supports the user 22 abouta center of gravity of the user. In some embodiments, the harness 77 maysupport the users 22 from shoulders and/or waists of the respectiveusers 22.

FIG. 5 is block diagram of a refill station 20 within the environment 14of FIG. 1. As discussed above, water may be used in the special effectssystem 76 via the fluid effects 78. Accordingly, the bladder 86 (e.g.,reservoir) that holds the fluid of the fluid effects 78 may be refilled.As discussed above, in order to refill the bladder 86, the bladder 86may be coupled to a pump, tube, and any other components necessary fordrawing fluid from the refill station 20. Indeed, the user 22 mayposition the pod 24 over one of the refill stations 20. In someembodiments, the user 22 may position a leg of the frame 81 into therefill station 20 to draw fluid from the refill station 20 throughtubing disposed on and/or within the frame 81. Thus, tubing disposedon/within the leg may provide for a system to draw fluid via an inlet ofthe frame 81. Accordingly, the pod 24 (e.g., bladder 86) may draw fluidfrom the refill station 20, which draws/is provided fluid from a fluidreservoir 150. The reservoir 150 may be disposed beneath a surface ofthe environment 14. In some embodiments, each refill station 20 may drawfluid from a respective fluid reservoir 150. In some embodiments,multiple refill stations 20 may draw water from a single fluid reservoir150.

FIG. 6 is a flow chart 160 of processing a position of one or more ofthe pods 24. As discussed above, position of the pods 24 may bedetermined at least in part via one or more sensors 59, 57, 61 disposedthroughout the environment 14 and/or on the pods 24. At block 162, thevehicle controller 52 and/or attraction controller 56 (e.g., controllers52, 56) may receive information regarding a position of one or more ofthe pods 24 from the sensors 59, 57, 61. The position information may betransmitted to the controller 52, 56 via a wireless network, e.g.,wireless local area networks (WLAN), wireless wide area networks (WWAN),near field communication (NFC). At block 164, the controllers 52, 56 mayanalyze the location data and determine the location of one or more ofthe pods 24 and/or users 22.

In some embodiments, at block 166, the controllers 52, 56 may update aVR/AR image based on the determined position of the pods 24. Asdiscussed above, the controllers 52, 56 may provide certain VR/AR imagesto the users 22 (e.g., via the headgear 26) associated with certainlocations of the environment. For example, the controllers 52, 56 mayprovide images of a component 80 reacting in some way if the user 22 isat a location near the component 80.

In some embodiments, at block 168, the controllers 52, 56 mayselectively activate brakes 91 and/or manipulate wheels 41 of one ormore of the pods 24 based on the determined position of the pods 24. Forexample, the brakes 91 and/or wheels 41 may be engaged to control aspeed of the user 22, prevent a collision, to help direct the user 22away from a boundary and/or towards a goal, or any combination thereof.

In some embodiments, at block 170, the controllers 52, 56 may activateone or more special effects systems (e.g., special effects 78, 79, 82,84, 86) based on the determined position of the pods 24. Specifically,as discussed above, the controllers 52, 56 may activate one or morespecial effect systems of the pod 24 and/or the environment 14 based onthe location of the one or more users 22. For example, one or morespecial effects associated with a component 80 may be activated if theuser is near the component 80.

While only certain embodiments have been illustrated and describedherein, many modifications and changes will occur to those skilled inthe art. It is, therefore, to be understood that the appended claims areintended to cover all such modifications and changes as fall within thetrue spirit of the invention.

The techniques presented and claimed herein are referenced and appliedto material objects and concrete examples of a practical nature thatdemonstrably improve the present technical field and, as such, are notabstract, intangible or purely theoretical. Further, if any claimsappended to the end of this specification contain one or more elementsdesignated as “means for [perform]ing [a function] . . . ” or “step for[perform]ing [a function] . . . ” it is intended that such elements areto be interpreted under 35 U.S.C. 112(f). However, for any claimscontaining elements designated in any other manner, it is intended thatsuch elements are not to be interpreted under 35 U.S.C. 112(f).

1. A virtual reality attraction system comprising: virtual reality (VR)and/or augmented reality (AR) headgear configured to display AR imagesand/or VR images to a user; and at least one user-assisted vehicleconfigured to accommodate the user, the at least one user-assistedvehicle comprising: a frame, wherein the frame is configured to permitthe user to at least partially provide motor power to move the at leastone user-assisted vehicle within the attraction and wherein the framedefines a boundary about the user; a harness coupled to the frame andconfigured to provide support to the user when the user is in the atleast one user-assisted vehicle; and a controller configured tocommunicate the AR and/or VR images to the virtual reality (VR) and/oraugmented reality (AR) headgear.
 2. The system of claim 1, wherein thecontroller is disposed on the at least one user-assisted vehicle.
 3. Thesystem of claim 1, wherein the at least one user-assisted vehiclecomprises a special effects delivery system configured to deliver one ormore special effects to the user, wherein the special effects comprise avibration effect, an air effect, a fluid effect, a sound effect or anycombination thereof.
 4. The system of claim 3, comprising a reservoirdisposed in or on the frame and configured to hold a special effectsmaterial.
 5. The system of claim 1, wherein an environment of theattraction comprises a plurality of interactive objects comprising oneor more special effect refill stations, one or more structures, one ormore items, or any combination thereof.
 6. The system of claim 1,comprising an attraction controller configured to receive one or moresignals indicative of one or more locations of the at least oneuser-assisted vehicle within the attraction from vehicle sensorsdisposed on the at least one user-assisted vehicle and to provide aproximity signal to the at least one user-assisted vehicle.
 7. Thesystem of claim 6, wherein the controller is configured to receive theproximity signal and provide a drive signal to a braking system toselectively engage based on the proximity signal.
 8. The system of claim6, wherein the controller is configured to receive the proximity signaland provide a drive signal to wheels of the at least one user-assistedvehicle to selectively manipulate the wheels based on the proximitysignal.
 9. The system of claim 1, wherein the controller is configuredto control a braking system and wheels of the at least one user-assistedvehicle based on a narrative of the virtual reality attraction system.10. The system of claim 1, wherein the motor power is provided entirelyby the user.
 11. A virtual reality attraction system comprising: aplurality of user-assisted vehicles in an attraction, wherein eachrespective user-assisted vehicle comprises a vehicle controller; anattraction controller configured to provide AR and/or VR images for anattraction and to communicate the AR and/or VR images to the pluralityof user-assisted vehicles, wherein the attraction controller comprises aprocessor storing instructions that, when executed, operate to: receivea first set of position information from each of the plurality ofuser-assisted vehicles over time; determine that a first user-assistedvehicle of the plurality of user-assisted vehicles is within apredetermined distance of a second user-assisted vehicle of theplurality of user assisted vehicles; and output an updated AR and/or VRimage to the vehicle controller of one or both of the first or seconduser-assisted vehicles based on the determination that the firstuser-assisted vehicle is within the predetermined distance of the seconduser-assisted vehicle.
 12. The virtual reality attraction system ofclaim 11, wherein the processor stores instructions that, when executed,operate to: determine that a third user-assisted vehicle is within asecond predetermined distance from an artificial attraction object; andoutput a second updated AR and/or VR image to the vehicle controller ofthe third user-assisted vehicle based on the determination that thethird user-assisted vehicle is within the second predetermined distancefrom the artificial attraction object.
 13. The virtual realityattraction system of claim 12, wherein the processor stores instructionsthat, when executed, operate to: receive a second set of positioninformation from a plurality of motion-capture cameras placed throughoutan environment of the attraction; and display a portion of the secondset of position information via a display of the attraction controller.14. The virtual reality attraction system of claim 12, wherein a set ofbrakes are coupled to each user-assisted vehicle of the plurality ofuser-assisted vehicles and configured to selectively engage based atleast on the determinations that the first user-assisted vehicle iswithin the predetermined distance of the second user-assisted vehicleand that the third user-assisted vehicle is within the secondpredetermined distance from the artificial attraction object.
 15. Thevirtual reality attraction system of claim 12, comprising wheels coupledto each user-assisted vehicle of the plurality of user-assisted vehiclesand wherein each user-assisted vehicle is configured to selectivelysteer via selective engagement of the wheels, wherein the selectiveengagement is based at least on the determinations that the firstuser-assisted vehicle is within the predetermined distance of the seconduser-assisted vehicle and that the third user-assisted vehicle is withinthe second predetermined distance from the artificial attraction object.16. The virtual reality attraction system of claim 11, wherein theprocessor stores instructions that, when executed, operate to: control amotor and steering system of each of the plurality of user-assistedvehicles.
 17. The virtual reality attraction system of claim 11, whereinthe processor stores instructions that, when executed, operate to:control a special effects system configured to deploy one or morespecial effects based at least on the first set of position information.18. The virtual reality attraction system of claim 11, wherein adirection of movement of each of the plurality of user-assisted vehiclesis configured to be controlled via a first input device of eachrespective vehicle controller, and wherein each of the plurality ofuser-assisted vehicles is configured to interact with one or moreinteractive objects in an environment of the attraction in response to asecond input device of each respective vehicle controller.
 19. A virtualreality attraction system comprising: an attraction environmentcomprising a plurality of attraction structures; at least oneuser-assisted vehicle configured to accommodate a user, the at least oneuser-assisted vehicle comprising: a frame, wherein the frame isconfigured to permit the user to at least partially provide motor powerto move the at least one user-assisted vehicle within the attraction andwherein the frame defines a boundary about the user; a harness coupledto the frame and configured to be provide support to the user when theuser is in the at least one user-assisted vehicle; and a vehiclecontroller configured to communicate virtual reality (VR) and/oraugmented reality (AR) images to VR and/or AR headgear worn by the user;and an attraction controller comprising a processor configured toexecute instructions to cause the attraction controller to: communicatewith the vehicle controller to provide the AR and/or VR images to thevehicle controller; receive position information representative of aposition of the at least one user-assisted vehicle within theenvironment; and update the AR and/or VR images based on the positioninformation.
 20. The system of claim 19, wherein the vehicle controllerreceives the positional information over time from one or more sensorsdisposed on the at least one user-assisted vehicles and/or within theenvironment.
 21. The system of claim 19, wherein the processor isconfigured to execute instructions to cause the attraction controllerto: communicate with the vehicle controller to provide special effectsvia the user-assisted vehicle based on the position information
 22. Thesystem of claim 19, wherein the at least one user-assisted vehiclecomprises handles configured to steer the at least one user-assistedvehicle in response to an input or a force from the user.